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Old 04-03-2012, 09:13 AM   #14
chandley
 
Join Date: Aug 2004
Default Re: [DF 1-3] Critique Five Pre-Gen Mass-Murdering Burglar Hobos

Quote:
Originally Posted by Stripe View Post
If someone would be so kind as to run these numbers through their character-making program, I would appreciate it!

Updated: Female Wood Elf Scout!


Dwarf Knight
250 points

ST 15 [50]; DX 14 [80]; IQ 10 [0]; HT 14 [30]*.
Damage 1d+1/2d+1; BL 58 lbs.; HP 15 [0]; Will 10 [0]; Per 10 [0]; FP 17 [0]*.
Basic Speed 6.00 [-15]; Basic Move 5 [0]*; Dodge 9†; Parry (Axe) ?†; Block 12†.

Advantages
Born War-Leader 2 [10]; Combat Reflexes [15]; Dwarf [20]; High Pain Threshold [10]; Pickaxe Penchant 3 [15]; Weapon Master (Axe) [20].

Disadvantages
(TBD) [-35]; Quirks [-5].

Skills
Armoury (Melee Weapons) (A) IQ+1 [4]-11; Axe/Mace (A) DX+2 [8]-20§; Brawling (E) DX+1 [2]-15; Carousing (E) HT [1]-14; Climbing (A) DX-1 [1]-13; Connoisseur (Weapons) (A) IQ+1 [4]-11; Fast-Draw (Axe) (E) DX+1 [1]-15†; Flail (H) DX+1 [8]-15; Intimidation (A) Will-1 [1]-9; Knife (E) DX [1]-14; Leadership (A) IQ+1 [1]-11‡; Shield (E) DX+2 [4]-16; Stealth (A) DX-1 [1]-13; Strategy (H) IQ+1 [2]-11‡; Tactics (H) IQ+1 [2]-11‡; Thrown Weapon (Axe/Mace) (E) DX+2 [4]-20§; Two-Handed Axe/Mace (A) DX+2 [8]-20§; Wrestling (A) DX [2]-14.

* Included in or modified by dwarf racial template.
† Includes +1 for Combat Reflexes.
‡ Includes +2 for Born War-Leader.
§ Includes +4 for Pickaxe Penchant.
Note: I swapped one of the Knight's three weapon choices for two-handed axe/mace, justified by Pickaxe Penchant stating all dwarfs are natural at fighting with them.

Equipment
(TBD)
Why include Flail at all? It doesnt benefit from Weapon Master, and its 8 points you could spend on one of your two Axe/Mace skills. If you need crushing damage, either use the flat of your axe or carry a mace. Flails are for specialists IN Flail. The big advantage of a Flail is its hard to defend against, but adding to Axe/Mace skill lets you use Deceptive attack for much the same effect, as the 4 levels of Pickaxe Penchant and 2 levels of skill that 8 points buys you can be used for -6 worth of defensive attack, and thus -3 to defend (compared to a Flails -2 vs block and -4 vs parry, but no penalty to dodge).

Also remember that Weapon Master, amongst its many benefits, includes a better default. In this case, if you took the 8 points in 2handed axe mace, dumped them into 1handed, and used the WM default for an Average skill (Skill -2), you will be at the same effective level for 2handed axe/mace as you are right now, but better off in 1handed.

All of that is basically the long way of saying there is a reason a dwarf Knight picks option 1 for his weapon skills. Option 3 is for if you sink more points into Weapon Master (for example, Knightly Weapons [30]).

Finally, you'll note that my template "pays" for some of Dwarf by keeping HT at 13. This is because the character you have here has spent all his points, including quirks, and so only has $2k for equipment, which is a little tight for a knight. You CAN do it, all mail armor, a fine, balanced Dwarven axe will leave you $325 for throwing axes, food, etc... but DR 5/3* most everywhere is a little light. 6/4* if you dump $50 into Fortify +1. Not a deal breaker, just something to think about.

EDIT: Oh, and like with the Elf Scout, your Basic Speed cost is wrong. You would get back 20 points (-20) for dropping Basic Speed from 7 to 6. Sadly, that just means 5 less points in OTHER disads (TBD 30 points and 5 points of Quirks). Doesnt actually save you any points to spend on gear.
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Last edited by chandley; 04-03-2012 at 09:52 AM.
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